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Subject: Re: To check or not to check, this is the quiescence question

Author: Robert Hyatt

Date: 06:28:13 10/16/03

Go up one level in this thread


On October 15, 2003 at 02:46:18, José Carlos wrote:

>On October 12, 2003 at 11:49:49, Omid David Tabibi wrote:
>
>>On October 12, 2003 at 11:13:22, Andrew Williams wrote:
>>
>>>On October 12, 2003 at 10:45:36, Omid David Tabibi wrote:
>>>
>>>>On October 12, 2003 at 08:25:27, Andrew Williams wrote:
>>>>
>>>>>On October 12, 2003 at 07:35:57, Omid David Tabibi wrote:
>>>>>
>>>>>>On October 12, 2003 at 07:24:51, Uri Blass wrote:
>>>>>>
>>>>>>>On October 12, 2003 at 06:32:25, Omid David Tabibi wrote:
>>>>>>>
>>>>>>>>Recently I conducted some extensive experiments with two versions of Falcon, one
>>>>>>>>with checks in quiescence and one without. Falcon already has lots of
>>>>>>>>extensions, but adding checks in quiescence resulted in a significant boost for
>>>>>>>>tactical strength.
>>>>>>>>
>>>>>>>>I tested the following options:
>>>>>>>>
>>>>>>>>a) checks everywhere in quiescence
>>>>>>>>b) checks only in the first ply of quiescence
>>>>>>>>c) no checks in quiescence
>>>>>>>>
>>>>>>>>Option 'a' was ruled out after some testing, as it resulted in a total explosion
>>>>>>>>of quiescence search. I tried controlling it in some ways, but still the
>>>>>>>>overhead was considerably more than the benefit. It seems that The King and
>>>>>>>>HIARCS are the only engines using this method.
>>>>>>>>
>>>>>>>>Option 'b' produces almost the same tactical strength as option 'a', with a
>>>>>>>>considerably lower overhead. The most significant contribution of checks in the
>>>>>>>>first ply of quiescence seems to be in conjuction with null-move pruning near
>>>>>>>>leaf nodes:
>>>>>>>>
>>>>>>>>For example at depth = 3, using R = 2, the null-move search will be called with
>>>>>>>>a depth of 0, i.e., direct call to quiescence search. Here the presence of
>>>>>>>>checks in the first ply can return a checkmate value which will result in an
>>>>>>>>extension to main search (mate threat extension).
>>>>>>>>
>>>>>>>>Only using checks in the first ply of quiescence, Falcon managed to solve almost
>>>>>>>>all tactical positions of LCTII in less than 1 second, outperforming the normal
>>>>>>>>version (no checks in quiescence). But adding checks in quiescence (although
>>>>>>>>only at its first ply) significantly slowed down the engine (from average of
>>>>>>>>350kNPS to 150kNPS on my PIII/733MHz) and resulted in a worse branching factor.
>>>>>>>>
>>>>>>>>Next I conducted some self-play matches between the two versions, and also some
>>>>>>>>matches versus other engines.
>>>>>>>>
>>>>>>>>The results of the matches were quite interesting. The version with checks in
>>>>>>>>quiescence not only didn't outperform the normal version in actual games, but
>>>>>>>>produced slightly inferior games in general. I especially conducted a few tens
>>>>>>>>of matches for each version against Crafty. The normal version beat Crafty by
>>>>>>>>something like 60%-40%. The version with checks in quiescence scored 50%.
>>>>>>>>Whenever the game turned tactical it literally butchered Crafty, but on normal
>>>>>>>>quiet positions Crafty once and again made a mincemeat of it by simply searching
>>>>>>>>deeper, which resulted in a better positional play.
>>>>>>>>
>>>>>>>>So, it seems that adding checks in quiescence is great for solving tactical test
>>>>>>>>suites, but not so for actual game play. The same goes for some of the
>>>>>>>>aggressive extensions I tried; great for tactics, poor in games.
>>>>>>>>
>>>>>>>>I'd be interested to hear others' thoughts on this issue.
>>>>>>>>
>>>>>>>>I also considered using some form of static mate threat detection, independent
>>>>>>>>of null-move search, but haven't found any interesting way to do so yet. Also,
>>>>>>>>Falcon does not detect checkmates statically in eval(), but only when one side
>>>>>>>>doesn't have any legal moves, i.e., it needs an additional ply to see the
>>>>>>>>checkmate. But I don't think the latter is any important, since when the other
>>>>>>>>side is checked, a check extension is already done, which will result in the
>>>>>>>>detection of the checkmate.
>>>>>>>
>>>>>>>How can checks only in the first ply of the quiescence
>>>>>>>do your program more than twice slower in nodes per second?
>>>>>>>
>>>>>>>Did you profile your program to see what parts it waste more time on them?
>>>>>>
>>>>>>Falcon's quiescence uses SEE to prune losing captures. Also its gen_captures()
>>>>>>function is very fast because of the attack tables. But adding checks requires
>>>>>>generation of all moves (a costly operation), and doing a makemove() for each of
>>>>>>them to see whether they check the opponent (makemove is the most expensive
>>>>>>function in the program, since the attack tables are dynamically updated there).
>>>>>
>>>>>Hi Omid,
>>>>>
>>>>>I have a move_gives_check_or_promotes(move mv) function which I use in certain
>>>>>places (there's an associated gives_discovered_check(..)). At the time
>>>>>implemented it, this was a lot faster than doing the make_move(..), for the same
>>>>>reasons that you give. However, I'm afraid I can't remember exactly how much
>>>>>faster. Do you have a get_me_out_of_check() move generator, for the case when
>>>>>the King is in check? Or do you just generate (and make) all moves again if the
>>>>>King is in check in the Qsearch?
>>>>
>>>>Generate all moves and do makemove() in an inefficient way...
>>>>
>>>
>>>My get_me_out_of_check() function generates captures of the attacking piece,
>>>then if it's a sweeper it walks between king and attacker generating blocking
>>>moves. Finally it looks at the King's escape squares to see if they are
>>>clear/attacked.  The nice thing about this is that you can use your attackboards
>>>to do lots of this work. The nasty thing is that if you use it in the normal
>>>search, you run the risk of appalling losses until you iron out all the bugs.
>>>Caveat emptor (I don't know what "user of a technique" is in Latin).
>>
>>Good idea. Will try to implement it tonight, but it would be hard to debug since
>>I cannot compare the new nodes count to the old one as the order of moves will
>>change using the new check evasion move generator. Using this move generator
>>also helps in knowing the exact number of legal moves, which can be used for one
>>reply extension.
>>
>>I believe this will result in some speedup in normal search, but the big issue
>>in doing checks in quiescence will still remain generating checking moves not
>>check evasions. I haven't found a good way for doing so using the 32 bit attack
>>tables.
>
>
>  Don't forget double checks. If two pieces attack your king then only king
>moves can get out of check. Capturing one of the checking pieces is not enough
>(unless it's the king that captures and the piece is undefended).
>
>  José C.

If you look at Crafty's "GenerateCheckEvasions()" this is handled as a
special case.  IE if more than one piece checks the king, then only king
moves are even considered.

>
>
>
>>>
>>>>>
>>>>>I found your post interesting, as I have experimented many times with generating
>>>>>checks in the first ply of quiesce(); each time I have had promising results,
>>>>>but never quite good enough to justify the extra complexity.
>>>>
>>>>That was what I thought, as I use an attack table scheme very similar to yours
>>>>(32 bit). It is very slow and painful to update it dynamically in makemove() but
>>>>it pays off in the evaluation function (mainly for king attack evaluation), and
>>>>in a very efficient capture moves generations. It also works great in SEE.
>>>>
>>>
>>>Yes. I can't help feeling that it *should* be possible to make it work. The idea
>>>of an intermediate search which does more than the qsearch but less than the
>>>main search is something I return to every now and again.
>>>
>>>Andrew



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